Monday, March 19, 2012
Raven Guard Captain
Monday, October 6, 2008
First Impressions of Codex: Space Marines

It’s thick.
There’s a huge background section which focuses on the Ultramarines. The Ultramarines are really being pushed as THE ultimate Space Marine chapter, which, in a way, they are.
This is bound to anger some of the other founding chapter players, like Blood Angels, Dark Angels, Space Wolves, etc. But there’s a reason why the Ultramarines are dominant. They came out of the Horus Heresy largely intact, which cannot be said for the other loyalist chapters. Their dominance shows in the fact that 3/5 of all Space Marine chapters are descended from the Ultramarines, and that the Codex Astartes is so prevalent. Some players may argue that the Ultramarines are "boring." Boring they might be to some players, but they make up for that with sheer power. If you want to play one of the more "characterful" chapters like Blood Angels, Dark Angels, or Space Wolves, that’s perfectly fine, but don’t complain when the Ultramarines are described as being more powerful. Those chapters are cool because of their character, not their raw power, and that’s why you wanted to play them in the first place. Still, a line like this is bound to cause some legitimate gnashing of teeth: "Some [chapters], such as the Blood Angels and their successors, strive to be worthy of Guilliman’s legacy, but their recalcitrant gene-seed drives them ever further from it." (p.24)(emphasis added) I would think that the sons of Sanguinius would want to tell the person making that statement that Guilliman’s successors should be striving to be worthy of the legacy of their angel-winged primarch, rather than the other way around. But then, Codex Space Marines is a book about the Ultramarines and their successors, so some creative license is expected.
Some of the background seems to have changed for some chapters, directly contradicting previously published works, for example:
Here’s a list of the things that jumped out at me while looking at how my armies would be affected by the new codex:
Friday, July 18, 2008
Raven Guard Army
This army was most recently featured in the Silex Campaign, a series of four battle reports.
Elements of the Raven Guard 4th Company and supporting units


Captain Shrike, or in my incarnation, Captain Aidenn of the 4th Company
Command Squad with Lightning Claws
Techmarine Passerion
Terminators
Tactical Squad 1 with transport
Tactical Squad 2
Tactical Squad 3
Tactical Squad 4
Assault Squad 7 (without jump packs)
Assault Squad 8-Alpha
Devastator Squad 9
Devastator Squad 10
Predator Destructor
Land Speeder Typhoon
Scouts
Army List
HQ
Captain Aidenn (counts as Captain Shrike) - 175pts
Aidenn's Wing (counts as Shrike's Wing) - 306pts
Elites
Terminator Squad (Assault Cannon, Heavy Flamer, Sgt. with Power Sword) - 230pts
Techmarine - 65pts
Troops
Tactical Squad (Plasma Gun, Missile Launcher, Sgt. with Terminator Honors, Power Weapon, Bolt Pistol) with Rhino (Smoke Launchers) - 248pts
Tactical Squad (Flamer, Missile Launcher) - 166pts
Tactical Squad (Flamer, Sgt. with Terminator Honors, Power Weapon, Bolt Pistol) - 181pts
Tactical Squad (Flamer, Missile Launcher) - 166pts
Scout Squad (Heavy Bolter, 6 sniper rifles) - 139pts
Fast Attack
Assault Squad (w/out jump packs, 2 Flamers, Sgt. with Terminator Honors, Power Fist & CCW) - 192pts
Assault Squad (w/jump packs, Sgt. with Terminator Honors, Power Fist & Plasma Pistol) - 150pts
Land Speeder Typhoon (Multimelta) - 85pts
Heavy Support
Devastator Squad (4 Heavy Bolters) - 195pts
Devastator Squad (4 Missile Launchers) - 170pts
Predator Destructor (Sponson Heavy Bolters, pintle Storm Bolter)
Total: 2468 points
Wednesday, June 25, 2008
Battle Report: The Silex Campaign, Parts Three and Four
These battles are the third and fourth battles in a four battle mini-campaign between Orks and the Raven Guard. The battles center around a small Ork Waaagh that is rapidly forming on Silex, a moon in the Arcadia System. An Aquila Shuttle transporting a ancient artifact known only as the power matrix, attempts to evacuate Silex to prevent the artifact from falling into Ork hands. Unfortunately, the Orks shot down the shuttle and recovered the matrix, stealing it from the hands of a Raven Guard strike force. The Raven Guard had successfully ambushed Big Mek Grotsmaka and recovered the power matrix. Now the ground forces needed to make their way to a predetermined landing zone, and wait for the Thunderhawks to arrive. Mad Dok Kinstorg would be moving in force to take the power matrix back. Above, an Imperial Fleet was moving into to extract the Raven Guard ground forces, while an Ork fleet moved in to stop them.
Battlefleet Gothic: Imperial vs. Orks, 580pts
Warhammer 40,000: Raven Guard vs. Orks, 1,550pts
Monday, June 16, 2008
Battle Report: The Silex Campaign, Part Two
Battle Two: Ambush, 1800 pts This mission represents the loser of Battle One ambushing the winner, in a last ditch effort to recover the power matrix.
Raven Guard vs. Orks, 1,800pts
Monday, June 9, 2008
Battle Report: The Silex Campaign, Part One
Battle One: Rescue
This mission represents the Raven Guard and the Orks arriving at the shuttle crash site at the same time in an effort to recover the power matrix.
Raven Guard vs. Orks, 2,240pts
Tuesday, May 6, 2008
Battle Report: Apocalypse!
We began using the normal Apocalypse setup rules. The die roll to determine no-man’s land and deployment zones ended up being so close to exactly dividing the table in half, we decided to just split it right down the middle. Since the Forces of Order were ~750 points smaller than Disorder, they got three Strategic Assets to Disorder’s one. We were already behind schedule, so rather than poring over the rulebook to pick the most efficient assets, we randomly determined them. Order got Surgical Raids, Hold at all Costs, and Null Field Generator. Disorder got Flank March.
We bid to determine deployment order, with Order bidding 14 minutes, Disorder bidding 12. Seeing as the armies we just so big, we helped each other with deployment. After time ran out for Disorder’s deployment, and seeing how little we managed to actually get on the table, we tossed the rules out the window, and just deployed the entire force. It looked more impressive that way, and we wouldn’t have to deal with all the reserve rules. It also made Disorder’s strategic asset, Flank March, irrelevant. Once the Forces of Disorder were down, we deployed the Forces of Order. Looking at the sheer mass of miniatures on the table, we tossed the Objectives rules out the window as well. With the table wall-to-wall with miniatures, there was practically no room to place any! Therefore we decided on a straight out slugfest. This made Order’s strategic asset, Hold at all Costs, irrelevant. In the interests of time we also just decided to ignore Order’s Null Field Generator asset, and then promptly forgot about the Surgical Raids asset, but then applied it later.
By the time we were actually ready to start playing, the day was already half over, so in many situations we just tossed out the rules to just get on with playing. I can’t emphasize enough the need to be organized to run a big battle like this. We had army lists printed out and all together in a binder for easy access, tons of dice and templates ready, tables ready to accept casualties and hold drinks, multiple tape measures, and all the codices stacked neatly for easy reference. And still we felt disorganized.
I’m sure that throughout the battle, there we plenty of times that we screwed up and forgot unit X’s special rule, or even basic rules of the game, but we glossed over all that in the interests of keeping the game moving forward, otherwise we’d have been there forever. It’s hard enough to keep the special rules of your particular army in mind, let alone running four or five armies totaling up to 13,000 points all at the same time! Still, the point of the game, Apocalypse especially, is to just have fun, and if some rules are forgotten in the grind, so be it.
We had one additional player show up and provide some more support and help us move things along a little, but for the most part, it was just me and Jacob. In taking notes and pictures, and with all the chaos going on, I know for a fact that there are some mistakes in the maps, but for the most part, they are accurate enough to show most of what happened.
